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Oread

Oreads, also called earth genasi, are humans who have inherited the elemental power of earth. They have a reputation for being patient, stubborn, even plodding—but this is not universally true. Some are prone to fits of anger, like earthquake-haunted land; others are easygoing. Many oreads hail from Caverndeep.   Oread skin comes in all manner of mineral hues. Some oreads always have bits of dust falling from their bodies and mud clinging to their clothes; others are as shiny and polished as gemstones. Many have deep voices that thrum in their chests or grind in their throats. The most striking specimens might have faintly glowing fissures in their flesh, or crystals sprouting from their skin.  
oread traits:
  • Blinding Grit (3). As an action, you can exhale a 15-foot cone of blinding grit. Each creature in the cone must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can’t use this trait again until you finish a long rest.
  • Bloodline Magic (2/3). You can take this trait twice; each time you do, you gain access to a new “tier” of spells, as detailed below. Constitution is your spellcasting ability for these spells.
    1. You know the mold earth cantrip.
    2. Starting at 3rd level, you can cast earth tremor as a 1st-level spell once per long rest.
  • Damage Resistance (1). You have resistance to acid damage.
  • Darkvision (1). You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Landslide Charge (2). When you use your action to make a melee attack against a creature, provided you moved at least 15 feet toward the creature during that turn, that creature must succeed on a Strength saving throw (DC 8 + your Constitution modifier + your proficiency modifier) or be knocked prone.
  • Rubble Stride (1). You can move across difficult terrain made of earth or stone without expending extra movement.
  • Sturdy (2). You have advantage on Strength saving throws.

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